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Creature Catalog new 3.5 conversions

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Monster Junkie
Baka

Special Conversion Thread: Moldvay's Undead - Page 13 - EN World D&D / RPG News

Baka
Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+2 plus paralysis)
Full Attack: Bite +3 melee (1d6+2 plus paralysis) and 2 claws +1 melee (1d3+1 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of despair, bound to master, paralysis
Special Qualities: Darkvision 60 ft., +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 15, Dex 15, Con —, Int 16, Wis 14, Cha 15
Skills: Balance +8, Climb +8, Hide +8, Jump +12, Move Silently +8, Spot +8
Feats: Ability Focus (aura of despair), Multiattack
Environment: Any
Organization: Solitary or pack (2-16)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium)
Level Adjustment: -

This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore's sharp teeth. Its eyes burn like hot coals in their sunken sockets.

A baka is a variant ghoul formed when a cannibal is transformed via necromancy into an undead creature. While a baka can bring its master great luck, it must be treated respectfully and kept well-fed with fresh corpses. A master that mistreats its baka often succumbs to ghoul fever.

Baka speak any languages they spoke in life (usually Common).

COMBAT

Bakas fight much like ghouls, seeking to gain the element of surprise.

Aura of Despair (Su): Any creature other than the baka's master that enters within 30 ft of the baka must make a DC 15 Will save or be subject to the effects of crushing despair (as the spell) for 1d6 rounds. On a successful save, the creature is subject to bane as the spell for 1d6 rounds instead. The save DC is Charisma-based.

Bound to Master (Su): Each baka is bound to a living master. As long as the master treats the baka favorably (which included providing a supply of fresh corpses), the baka grant the master a +1 luck bonus on all attack and damage rolls and most skill checks. The master instead receives a +5 bonus on all Craft and Profession skill checks made to earn money.

If the master fails to treat the baka properly, the baka can remove the luck bonus. At that time, the master contracts ghoul fever immediately with no incubation period. The master receives no saves to prevent ability damage from the disease until the baka is destroyed.

Paralysis (Ex): Those hit by a baka's bite or claw attack must succeed on a DC 13 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—command (DC 13), hold person (DC 15). Caster level 3rd. The save DCs are Charisma-based.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Mosquito, Giant, Male

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-14.html

Mosquito, Giant, Male
Medium Vermin
Hit Dice: 6d8 (27 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Claw +4 melee (1d4)
Full Attack: 2 claws +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 11, Int -, Wis 11, Cha 2
Skills: —
Feats: —
Environment: Any land
Organization: Solitary or swarm (2-24 plus 2-20 females)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-10 HD (Medium), 11-15 HD (Large)
Level Adjustment: -

A mosquito larger than a man soars into view.

Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby.

Males of both the culex and anopheles species are nearly identical, save for slight coloration and body shape changes. The proboscises of male giant mosquitos lack stylets, and thus are unable to drain blood like the females of the species. However, their forelegs are sharply clawed, capable of drawing plenty of blood for their sustenance.

Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.

A male giant mosquito is 7 feet long and weighs 10 to 15 pounds. It lives about one month on average.

Combat

Male giant mosquitos simply attack with two sharp claws, vigorously defending females of their swarm. Male giant mosquitos fight to the death in defense of their swarm.

Originally appeared in Polyhedron Magazine #67 (1992).
 
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Shade

Monster Junkie
Paracyclotosaurus

Converting prehistoric animals - Page 24 - EN World D&D / RPG News

Paracyclotosaurus
Medium Animal (Aquatic)
Hit Dice: 3d8+15 (28 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 70 ft.
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d10+6)
Full Attack: Bite +6 melee (1d10+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole, vortex maw
Special Qualities: Amphibious, low-light vision
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 19, Dex 10, Con 21, Int 1, Wis 11, Cha 5
Skills: Hide +10*, Listen +3, Move Silently +2, Spot +3, Swim +11
Feats: Alertness, Stealthy
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium), 6-9 HD (Large)
Level Adjustment: -

The enormous head of this man-sized amphibian is nearly all mouth. Two eyes sit atop its head, and its raised nostrils give it a somewhat crocodilian appearance. Its body is long and flat.

Paracyclotosaurus is a larger relative of eryops. Spending more of its time in the water, it is a faster swimmer, but extremely slow on land.

A paracyclotosaurus is 6 to 8 feet long, weighing around 300 pounds.

COMBAT

Like a crocodile, a paracyclotosaurus often hides the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It sucks fish and other small prey into its huge mouth, swallowing them whole.

Improved Grab (Ex): To use this ability, a paracyclotosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A paracyclotosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+4 points of bludgeoning damage and 1d4 points of acid damage per round from the gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Medium paracyclotosaurus's gizzard can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.

Vortex Maw (Ex): A paracyclotosaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 10-foot cone must make Strength checks opposed by the paracyclotosaurus's Strength check (+4 for a standard paracyclotosaurus), with the same modifiers as a bull rush. If the paracyclotosaurus beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the paracyclotosaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.

Skills: A paracyclotosaurus has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A paracyclotosaurus gains a +4 racial bonus on Hide checks when in the water. Further, a paracyclotosaurus can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Originally apperead in Dragon Magazine #112 (1986) as "Labrynthodont".
 
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Shade

Monster Junkie
Mosquito, Giant, Female, Culex

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-14.html

Mosquito, Giant, Female, Culex
Large Vermin
Hit Dice: 7d8+7 (38 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +5/+10
Attack: Bite +5 melee (1d8+1 plus attach)
Full Attack: Bite +5 melee (1d8+1 plus attach)
Space/Reach: 10 ft./5 ft.
Special Attacks: Attach, blood drain, disease
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 12, Dex 19, Con 13, Int -, Wis 11, Cha 2
Skills: —
Feats: —
Environment: Any land
Organization: Solitary or swarm (2-20 plus 2-24 males)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

A massive mosquito with clear, scaleless wings soars into view. Its thorax is mottled gray, while its abdomen is banded black and gold.

Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby.

Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.

A female culex giant mosquito is 9 feet long and weighs 20 to 25 pounds. It lives two to three months.

Combat

Female giant mosquitoes crave blood for both nourishment and to stimulate egg production. They stab victims with their proboscises, latching on with their stylets and draining the blood of their prey.

Attach (Ex): If a female giant mosquito hits with its bite attack, it uses its stylets to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached mosquito loses its Dexterity bonus to AC and has an AC of 13.

An attached mosquito can be struck with a weapon or grappled itself. To remove an attached mosquito through grappling, the opponent must achieve a pin against the mosquito.

Blood Drain (Ex): A female giant mosquito that begins its turn attached to an opponent begins to drain blood. It deals 1d4 points of Constitution damage each round it remains attached. Once it has dealt 8 points of Constitution damage, it detaches and flies off to lay eggs. If its victim dies before the mosquito's appetite has been sated, the mosquito detaches and seeks a new target.

Disease (Ex): Filth fever—bite, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Although the sample creature carries filth fever, giant mosquitoes may carry nearly any form of injury disease. Giant mosquitoes found in cold climates usually do not carry disease.

Originally appeared in Polyhedron Magazine #67 (1992).
 
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Shade

Monster Junkie
Giant, Jungle

http://www.enworld.org/forum/genera...-thread-finishing-off-giants-their-kin-9.html

Giant, Jungle
Huge Giant
Hit Dice: 13d8+52 (110 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (-2 size, +2 Dex, +7 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+29
Attack: Greatclub +19 melee (3d8+18) or slam +19 melee (1d6+12) or mighty composite longbow (+9 Str bonus) +9 ranged (3d6+9/x3)
Full Attack: Greatclub +19/+14 melee (3d8+18) or 2 slams +19 melee (1d6+12) or mighty composite longbow (+9 Str bonus) +9/+4 ranged (3d6+9/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +12, Ref +6, Will +6
Abilities: Str 35, Dex 14, Con 18, Int 12, Wis 15, Cha 15
Skills: Climb +20, Handle Animal +8, Hide +10, Jump +16, Listen +9, Move Silently +10, Spot +9, Survival +10
Feats: Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run
Environment: Warm forests and plains
Organization: Solitary, hunting party (2-6), or village (20-40 plus 1d10 noncombatant young plus 1-6 giant dragonflies)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4

Nearly three times as tall as a normal man, this giant appears trim but strong. Its skin is the color of sunlight on a forest floor, while its wavy hair is pale green. It wears little clothing, but patches of mud, sticks, and leaves adorn it, blending very well with the surrounding jungle.

Jungle giants are skilled hunters and stalkers. They are strict carnivores, and will eat any form of meat, from egg to full-grown creature, from scavenger to predator. They are skilled in preparation of all such meat, and will eat nearly everything they encounter.

Although jungle giants consider most creatures prey, they accept fellow hunters as equals, regardless of race or size. Despite their ferocity, they are generally friendly to other races, and will often cooperate with humanoid jungle tribes on hunts, allowing the smaller races to drive prey into jungle giant ambushes.

An adult male jungle giant stands about 18 feet tall but weighs only 3,000 pounds. Females are generally taller than males. Skin coloration is a rich, muddy yellow, and their wavy hair is pale green. Jungle giants wear little clothing, as they do not wish to hinder their motion or stealth while on the hunt. Occasionally they sport colorful feather headresses. Many tribes favor ritual tattooing, and some file their teeth to display their ferocity. Jungle giants can live to be 200 years old.

A jungle giant's bag usually contains its personal wealth, tools for crafting and repairing weapons, flint, tinder, poisons, and bits of leather for clothing repairs. Jungle giants carry their arrows in large quivers.

Jungle giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat

Jungle giants prefer to hunt from ambush, firing their bows from treetop perches. Once prey appears weakened, they swing down from sturdy branches and finish it off with clubs made from uprooted trees.

Poison (Ex): Jungle giants coat their arrows with poison (Fortitude save DC 22). The initial and secondary damage is the same (paralysis for 4d4 rounds).

Skills: A jungle giant has a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. A jungle giant can always choose to take 10 on a Climb check, even if rushed or threatened.

*In wooded areas, the Hide bonus rises to +8.

Jungle Giant Society

Jungle giants craft huts from wooden posts and stretch greased animal hides across them for roofs. A typical village consists of 20 to 40 adults, and about one-fourth as many children. The smell of smoking meat and butchery surrounding a village often attracts large amounts of insects. Jungle giants often train some of the larger insects, such as giant dragonflies, as pets or mounts.

Jungle Giant Characters

A jungle giant's favored class is ranger. A jungle giant cleric has access to two of the following domains: Animal, Community, Plant, Strength.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (MC13)(1992).
 
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Shade

Monster Junkie
Rahab, the Grey Dragon

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-8.html

Rahab, the Grey Dragon
Colossal Dragon
Hit Dice: 35d12+245 (472 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 50 ft. (poor)
Armor Class: 40 (–8 size, +3 profane, +35 natural), touch 5, flat-footed 40
Base Attack/Grapple: +35/+63
Attack: Bite +40 melee (4d8+12/19-20 plus 1d6 on a critical hit)
Full Attack: Bite +40 melee (4d8+12/19-20 plus 1d6 on a critical hit) and 2 claws +37 melee (4d6+6) and 2 claws +35 melee (4d6+6) and 2 wings +37 melee (2d8+6) and tail slap +37 melee (4d6+16)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Alacritous claws, aura of profane darkness, breath weapon, crush 4d8+18, frightful presence, pounce, spell-like abilities, tail sweep 2d8+18
Special Qualities: Blindsense 60 ft., darkvision 120 ft., fast healing 3 (from epic feat), immunity to paralysis, poison, and sleep, keen senses, see in darkness
Saves: Fort +30, Ref +23, Will +25
Abilities: Str 35, Dex 10, Con 25, Int 14, Wis 15, Cha 16
Skills: Concentration +45, Intimidate +21, Knowledge (the planes) +40, Listen +40, Move Silently +38, Search +40, Spellcraft +40 (+42 scrolls), Spot +40, Survival +2 (+4 following tracks, +4 on other planes), Use Magic Device +23 (+25 scrolls)
Feats: Cleave, Devastating Critical (bite, DC 39), Fast Healing, Great Cleave, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite)
Environment: Underground
Organization: Solitary
Challenge Rating: 22
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: -
Level Adjustment: -

Thick, palpable darkness approaches, swallowing all light. Within can be heard the deep breathing of something incredibly large, accompanied by the scraping of scales and claws on the cavern floor.

Rahab, the Grey Dragon (Draco Nox Diabolus), is among the most hated members of dragonkind. His origins are concealed as well as his true form within the ever-present darkness that surrounds him. Some legends suggest that he's a unique half-black/half-brass dragon, filled with anger toward both factions that gave him life. Other tales suggest he is a failed experiment of Tiamat, or perhaps a former chosen consort that was cast aside for an unknown transgression and forever cloaked in darkness so she need never see him. Still others claim he is a metallic dragon that turned to evil and darkness, or possibly a radiant dragon corrupted by demons.

Rahab makes his lair in the deepest cavern of a remote mountain range. He never ventures forth from this lair, but has a network of charmed minions to bring him anything he desires.

The grey dragon is 48 feet long weighs 50 tons. Rahab is continually cloaked in darkness, so few see his true appearance. The Grey Dragon is long, flat, and sleek, akin to a crouching panther. His long, thin tail ends in an arrowlike point. His face is crocodilian, with large, yellow eyes and a pair of twisted horns. His scales are all a dull gray color.

Rahab speaks Draconic, Abyssal, and Undercommon.

Combat

Rahab uses the permanent darkness that surrounds him (and his ability to see through it) to great advantage. In melee, he fights like a panther, stalking prey until an optimal moment, then leaping forth and unleashing a swift barrage of attacks. However, Rahab is just as likely to use his magical abilities to toy with prey.

Alacritous Claws (Su): When making a full attack, Rahab may make two additional claw attacks with a -2 penalty.

Aura of Profane Darkness (Ex): Rahab is continually surrounded by a darkness effect (as the deeper darkness spell) to a radius of 30 feet.

Nonevil creatures within the aura also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures of neither good nor evil take 1d6 points of damage.

While the aura is active, Rahab receives a +4 profane bonus to Armor Class and a +4 resistance bonus on saving throws. These bonuses are already included in the statistics above.

Any light effect or similar effect brought into the area of the profane darkness is suppressed until brought outside of the aura of darkness. Once brought outside the aura of darkness, the light effect resumes. While this darkness will suppress a daylight spell, a daylight spell does not affect Rahab's aura. A sunburst effect suppresses the aura for x rounds. When Rahab dies, the aura of profane darkness fades away in 1d3 rounds.

Breath Weapon (Su): Once every 1d4 rounds, Rahab can breath a 60-foot cone of magic gas. Any creature in the cone that fails a DC 34 Reflex save is instantaneously charmed by Rahab (as the charm monster spell). This condition can only be removed by break enchantment or similar magic if the caster succeeds at a DC 32 caster level check. The save DC is Constitution-based.

Crush (Ex): When flying, Rahab can land on opponents three or more sizes smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Rahab's body. Each creature in the affected area must succeed on a DC 34 Reflex save or be pinned, automatically taking 4d8+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Rahab chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): Rahab can unsettle foes with his mere presence. The power takes effect automatically whenever Rahab attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have 35 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 30). A successful saving throw makes a creature immune to Rahab's frightful presence for one day. Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. Dragons ignore the effects of Rahab's frightful presence.

Keen Senses (Ex): Rahab sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Pounce (Ex): If Rahab charges a foe, he can make a full attack.

See in Darkness (Su): Rahab can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: At will—greater dispel magic; 5/day—shadow conjuration, shadow evocation, suggestion (DC 16); 3/day—greater shadow conjuration, greater shadow evocation, suggestion (DC 16); 1/day—power word stun, shades. Caster level 20th. The save DCs are Charisma-based.

Tail Sweep (Ex): Rahab can sweep with his tail as a standard action. The sweep affects creatures four or more size categories smaller than Rahab within a 40-foot-radius half-circle centered on Rahab's rear. Each affected creature that fails a Reflex save (DC 34 half) takes 2d8+18 points of damage. The save DC is Constitution-based.

Originally appeared in Dragon Magazine #62 (1982).
 
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Shade

Monster Junkie
Callicantzaros

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-14.html

Callicantzaros
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d8+4)
Full Attack: Bite +7 melee (1d8+4) and 2 claws +5 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dancing frenzy
Special Qualities: Damage reduction 5/cold iron, light sensitivity, low-light vision, tomb-tainted
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 19, Dex 16, Con 12, Int 5, Wis 8, Cha 16
Skills: Disguise +12, Intimidate +12, Perform (dance) +12
Feats: Cleave, Multiattack, Power Attack
Environment: Any land
Organization: Solitary or party (2-20)
Challenge Rating: 3
Treasure: 1/2 coins, 1/2 goods, standard items
Alignment: Always neutral evil
Advancement: 7-9 HD (Medium); 10-14 HD (Large); 15-18 HD (Huge)
Level Adjustment: -

This dead-black skinned humanoid stands ten feet tall, its huge head disproportionate to its body. Its simian arms end in vulturelike curled talons. Cold, red eyes glare from a dark black face, while a blood-red tongue lolls from its large, fang-filled mouth.

Callicantzari are malicious, man-eating fey with close ties to the nether realms. Although living, they share many traits and predilections of ghouls.

Callicantzari are nocturnal, hiding in dank, dark places until sunset. They feed on snakes and snails and other creepy crawlies until night falls and they can hunt the humanoid flesh they crave most. During the nighttime hours, the callicantzari run wild in an orgy of dancing, destruction, greed and lust.

Despite their strength and ferocity, callicantzari are gullible, quarrelsome, easily confused, and completely devoid of discipline. They often conflict with one another, getting in each other's way and allowing wily prey to escape.

A callicantzaros is between 6 and 8 feet tall and weighs 200 to 300 pounds. Appearances vary wildly, but always are a blend of human and bestial traits. Common bestial traits include goatlike or donkey ears, tusks, and goat legs. Many are lame, with greatly distorted legs, giving them a peculiar, shambling gait that belies their swiftness and agility.

Callicantzari speak Sylvan. Many also speak a crude form of Common.

COMBAT

Callicantzari are simple and undisciplined, employing little resembling tactics. A callicantzaros generally just rends and tears what it can catch.

Dancing Frenzy (Ex): A callicantzaros can dance itself into a frenzy. If a callicantzaros spends a move action to make a DC 15 Perform (dance) check, it gains a +1 to attack and damage rolls and an additional +1 for each 5 points the check exceeds DC 15. In addition, the callicantzaros may choose to use its Perform (dance) check result in place of any necessary Reflex save in the same round that it has danced. If a callicantzaros has made a successful Perform (dance) check for three successive rounds, it also gains +4 Str and +4 Con as long as it spends a move action to make a Perform (dance) check. However, each round that it benefits from enhanced Str and Con, it must make a DC 15 Will save or spend its full round dancing without taking any other actions.

Light Sensitivity (Ex): Callicantzari are dazzled in bright sunlight or within the radius of a daylight spell.

Tomb-Tainted (Ex): Although fey, callicantzari are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or a holy water). A callicantzari may be turned as if it were an undead creature.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Mosquito, Giant, Female, Anopheles

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-14.html

Mosquito, Giant, Female, Anopheles
Large Vermin
Hit Dice: 8d8+8 (44 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 50 ft. (good)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Bite +7 melee (1d8+3 plus attach)
Full Attack: Bite +7 melee (1d8+3 plus attach)
Space/Reach: 10 ft./5 ft.
Special Attacks: Attach, blood drain, disease
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 14, Dex 19, Con 13, Int -, Wis 11, Cha 2
Skills: —
Feats: —
Environment: Any land
Organization: Solitary or swarm (2-20 plus 2-24 males)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-14 HD (Large); 15-24 HD (Huge)
Level Adjustment: -

A massive mosquito with heavy black wings and long legs soars into view. Its thorax is brown, while its abdomen is banded black.

Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby.

Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.

A female anopheles giant mosquito is 12 feet long and weighs 35 to 50 pounds. It lives two to three months.

Combat

Female giant mosquitoes crave blood for both nourishment and to stimulate egg production. They stab victims with their proboscises, latching on with their stylets and draining the blood of their prey.

Attach (Ex): If a female giant mosquito hits with its bite attack, it uses its stylets to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached mosquito loses its Dexterity bonus to AC and has an AC of 13.

An attached mosquito can be struck with a weapon or grappled itself. To remove an attached mosquito through grappling, the opponent must achieve a pin against the mosquito.

Blood Drain (Ex): A female giant mosquito that begins its turn attached to an opponent begins to drain blood. It deals 1d4 points of Constitution damage each round it remains attached. Once it has dealt 8 points of Constitution damage, it detaches and flies off to lay eggs. If its victim dies before the mosquito's appetite has been sated, the mosquito detaches and seeks a new target.

Disease (Ex): Red Ache—bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

Although the sample creature carries red ache, giant mosquitoes may carry nearly any form of injury disease. Giant mosquitoes found in cold climates usually do not carry disease.

Originally appeared in Polyhedron Magazine #67 (1992).
 
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Shade

Monster Junkie
Mastodonsaurus

Converting prehistoric animals - Page 24 - EN World D&D / RPG News

Mastodonsaurus
Large Animal (Aquatic)
Hit Dice: 5d8+35 (57 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 70 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+15
Attack: Bite +10 melee (2d8+12)
Full Attack: Bite +10 melee (2d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, vortex maw
Special Qualities: Low-light vision, water dependent
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 27, Dex 10, Con 25, Int 1, Wis 11, Cha 5
Skills: Hide +6*, Listen +3, Move Silently +4, Spot +3, Swim +15
Feats: Alertness, Stealthy
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-9 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

The enormous head of this massive amphibian is nearly all mouth. Two eyes sit atop its head, and its raised nostrils give it a somewhat crocodilian appearance. Its body is long and flat.

Mastodonsaurus is a larger relative of eryops. It spends all its time in the water, and is nearly helpless on land.

A mastodonsaurus is 12 to 15 feet long, weighing 800 to 1,000 pounds.

These statistics can be used to represent other large temnospondyls, such as cyclotosaurus, cherninia, and siderops.

COMBAT

Like a crocodile, a mastodonsaurus often hides the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It sucks fish and other small prey into its huge mouth, swallowing them whole.

Improved Grab (Ex): To use this ability, a mastodonsaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A mastodonsaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 1d6 points of acid damage per round from the gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large mastodonsaurus's gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.

Vortex Maw (Ex): A mastodonsaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 15-foot cone must make Strength checks opposed by the mastodonsaurus's Strength check (+8 for a standard mastodonsaurus), with the same modifiers as a bull rush. If the mastodonsaurus beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the mastodonsaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.

Water Dependent (Ex): A mastodonsaurus can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Skills: A mastodonsaurus has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A mastodonsaurus gains a +4 racial bonus on Hide checks when in the water. Further, a mastodonsaurus can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Originally apperead in Dragon Magazine #112 (1986) as "Labrynthodont".
 
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Shade

Monster Junkie
Shark-Kin

http://www.enworld.org/forum/genera...nverting-original-d-d-mystara-monsters-3.html

Shark-Kin
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: Swim 60 ft. (12 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Trident +5 melee (1d8+3) or bite +5 melee (1d6+3) or javelin +2 ranged (1d6+3) or net +2 ranged (entangle)
Full Attack: Trident +5 melee (1d8+3) and bite +3 melee (1d6+1) or bite +5 melee (1d6+3) and 2 claws +3 melee (1d3+1) or javelin +2 ranged (1d6+3) or net +2 ranged (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., murkvision, scent, speak with sharks
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 16, Dex 11, Con 12, Int 10, Wis 11, Cha 11
Skills: Handle Animal +5, Spot +5
Feats: Multiattack
Environment: Any aquatic
Organization: Solitary or tribe (20-80 plus 1 elder plus 2d12 sharks or various sizes and 2d6 dire sharks)
Challenge Rating: 2
Treasure: No coins; standard goods; standard items
Alignment: Usually neutral
Advancement: 3-4 HD (Medium), 5-6 HD (Large) or by character class
Level Adjustment: +3

This sharklike humanoid has reddish-brown scales covered in yellow bands and white spots. Its head is crested with a fin, and its eyes are large and unblinking. Its vestigial legs end in webbed toes, and its tail is thick and strong, like that of an alligator. It carries a trident in its webbed claws.

Shark-kin are nomadic hunters of the seas, eating any seafood they can catch. Although fish and mollusks are their dietary staples, they also prey on sea mammals and other aquatic animals when available. If a particularly bountiful hunting area is found, such as a spawning ground or a shipreck forming an artificial reef, the tribe constructs temporary homes out of natural materials and remain there until the bounty is gone.

A shark-kin tribe generally claims a territory of 120 square miles, which they defend vigorously from other aquatic races. Any non-shark-kin seeking to hunt within the territory, or to claim anything found within, must seek permission from the tribal elder. Although they are generally friendly to strangers, shark-kin are very possessive of shipwrecks within their territory, so seekers of salvage rights should plan for hard bargaining with the shark-kin.

A tribal elder is generally among the largest of its kind (5-6 HD), although occassionally a smaller shark-kin with levels in ranger or druid may become elder. If the elder perishes, the surviving adults begin an unusual transformation. In the weeks following the death of the elder, their legs grow and their gills adapt to breathing air as well as water. These adults gain a land speed of 30 feet and the aquatic subtype during this time. The senior adults of the tribe (usually 11-20 males and an equal number of femles) leave the ocean and seek out a ceremonial site upon a hilltop or mountain, where they select a new elder from among their ranks. Afterwards, they return to the sea and the tribe reverts back to standard shark-kin form.

Shark-kin have a strong relationship with sharks, which serve them like hunting dogs serve terrestrial hunters. They are generally encountered with sharks of all sizes, even dire sharks, and on very rare occasions, mighty megalodons.

A shark-kin is 6 to 7 feet long and weighs 190 to 250 pounds, with no difference between genders. Reddish brown scales are most common, with spots or bands of white or yellow, but coloration can range to dark blue to blue-black with silver, light blue, or metallic green patterns. Each individual's pattern is unique. A shark-kin's eyes glow like a cat's when bright light strikes them. Shark-kin have an average lifespan of 120 years, though the eldest are known to live to twice that age.

Shark-kin speak their own language, and many also speak Common or Aquan.

Combat

In battle, shark-kin coordinate actions with their allied sharks to surround foes in three dimensions. Upon a signal from an elder, they all converge on a single point or adversary.

Murkvision (Ex): A shark-kin's vision is not limited in dark or murky water. It treats all water as clear water for purposes of determining vision.

Speak with Sharks (Ex): Shark-kin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Shark-kin can use the Handle Animal skill to befriend and train sharks.

Skills: A shark-kin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A shark-kin has a +4 racial bonus on Handle Animal checks when working with sharks.

Skark-Kin As Characters

Most shark-kin leaders are rangers. A shark-kin cleric has access to two of the following domains: Animal, Community, Strength, and Water.

Skark-kin characters possess the following racial traits.
  • +6 Strength, +2 Constitution.
  • Medium size.
  • A shark-kin's base swim speed is 60 feet.
  • Racial Hit Dice: A shark-kin begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
  • Racial Skills: A shark-kin's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Handle Animal and Spot. A shark-kin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A shark-kin has a +4 racial bonus on Handle Animal checks when working with sharks.
  • Racial Feats: A shark-kin's monstrous humanoid levels give it one feat.
  • Weapon Proficiency: A shark-kin is automatically proficient with the javelin, trident, and net.
  • +5 natural armor bonus.
  • Natural Weapons: bite (1d6) and 2 claws (1d3).
  • Special Qualities (see above): Murkvision, scent, speak with sharks.
  • Automatic Languages: Shark-kin. Bonus Languages: Aquan, Common, Elven, Sahuagin.
  • Favored Class: Ranger.
  • Level adjustment +3.

Originally appeared in AC9 - Creature Catalogue (1986).
 
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